Jump to content

Hiiamwilliam

PC Member
  • Posts

    52
  • Joined

  • Last visited

Posts posted by Hiiamwilliam

  1. AI:

    [DE]Steve mentioned in his streams he would like to see enemies to coordinate more to face us - like a squad strategy. I like this idea and suppose this will be discussed on the stream so I'll have to wait for more info. However, I was thinking where could this strategy be effectively applied. Because you can't make a successful ambush if there are only two places to hide in a big room, or let a sniper safely take good shots in a small corridor. Having said that:

    • Wouldn't it be necessary to revisit and update older tile sets so that more rooms allow diversified combat approaches? Or, in order to every unit to be used at their best, shouldn't specific units spawn and remain in specific rooms? 
    • On a more personal note: I wish enemies could learn how to set traps based on local environment. Push some rocks into your head, pump a heavy flow of water/ green goo, cut a power cable to zap you, etc.

     

    Enemy Design:

    • Any new robotic animal coming for Corpus? A robotic bear would be an awesome addition.
    • It is known that some enemies are able to perform an action even when they suffer knockdown. Have you considered changing their current stationary animation into a "walking animation", as if the enemy has to give two steps to build momentum and only then perform such action? 
    • Any plans to adding melee attacks to the Syndicate Operatives (kick to push close enemies)?
    • Ever considered creating different skins for common enemies? So that a Charger won't look exactly like all the others, a Moa will have a different decal etc.
    • Do Maggots grow into adults? Would be cool if they fed on the red mutated tumor stuff that appears in infested tile sets, and became a new nasty monster.
    • There are some creepy things in Regor's underwater lab, any chance we'll see a weird mutated monster swimming around?
    • News about wildlife? Earth feels empty without cockroaches.
  2. Overall, I liked the quest, though a bit repeated on the Index part. I just wish we could meet the Myconians mushroom people again.

    The missions:

    Spoiler
    • The introductory mission was really good. The colony was an interesting place (although it was just upper floor from total Infestation), and it was nice to see humans doing their stuff and their reactions to Tenno. The part where we had to shut the gates (best part) could have used a bigger room, or had the nodes scattered in different places, for challenge reasons. But it's a nice mechanics, I would love to see this kind of task to be put in Invasions. 
    • Then, Index. I think that one less Index mission would've been better. I liked that Anyo's brokers team changes every round, but every Index having three rounds made it feel lengthy, maybe different levels of Index could've had a different quantity/length of rounds. Also, that round with margin limit didn't need Anyo's team to earn 10 points by cheating... that was the only round where it wasn't needed (it could have happened in more difficult Index, where there wasn't a limit. That margin Index was harder to do than the last Index).
    • That spy mission was really easy. Too easy. No cameras, neither patrols in the spy vaults? In Pluto?

     

    Other stuff:

    Spoiler
    • To me, the alignment choice at the end seemed swapped. I suppose that, more than a choice for us players to do, based on our understanding of the situation, the choices ( with their respective alignments) have more to do with what Lotus thinks it's a good or bad outcome. Because, to me, the dark path was definitely not the bad choice, but for Lotus it was. I do understand that defining what is right or wrong may become a difficult decision, regardless of who thinks what is right/wrong, but the way the decisions were put to me, they seemed swapped. Talking about it, I did like it that we had different outcomes for different choices.
    • Not that it is really important, but could we have two VOs playing at the same time, as if it were a dialogue? Having both Ergo's and Anyo's VO in the same place kinda breaks the flow of a chat, since a VO has to disappear for the other to appear (I know it's not a new thing). They could be placed one above the other. But the worst is having the whole dialogue to repeat since the beginning if I enter a menu or do something I wasn't supposed to do.
    • I didn't lose too many credits, but since this is a quest, wouldn't it be better to gain back everything you lost? Anyo seemed willing to give everything he had in the last Index, why not our lost credits?
    • I know that hotfixes were needed, but pre-loading seemed to be helpful.
    • There is no in-game indication on where to get Nidus' parts. In the last letter from Ergo, if he just said "Hey you can look here for stuff" would be better than no words at all. 

     

    I don't know what is spoiler or not so I just put everything in spoiler.

  3. I think there are two problems with the Invasion system:

    1. Missions: it uses known mission types without adding something new. The slight modifications don't change the original aspect of the mission, and because of this, Invasion missions feel quite the same as their respective non-Invasion type. Can I be caught off guard by the mission type changing every 15 minutes? Yes, but after this, I already know how to properly adequate my gear, and again we will do the same known mission types.
    2. Battle: in order to gain control over a place, factions put to test their army, time and resources. However, no matter what faction you choose to help, what you find is few, scattered, weaker friendly units, with no actual strategy, no purpose other than dying. You are not helping the faction, you are doing all the job alone. Which means, if you weren't there, the faction would be fighting a clearly lost battle. And when you are there, there is still no battle. There is no atmosphere of a conflict over the area.

    There are no signs that one is winning/losing, no backup arrives, no signs of higher security standards at the last moments. The Invasion progress is either "in conflict" or "conflict has ended". Were your actions helpful? If yes, how? What advances did they bring? If no, why? Did the enemy apply countermeasures? Currently, there is nothing about this. There is only quick victory for the best prize, or everlasting conflicts that gives a reward I can get more easily on lower level conflicts.

    If there were no rewards for helping a faction, there would be little interest in playing Invasions, because this system alone brings nothing particularly new.

    But I believe that Invasions could be more than a simple mix. This system could have a mission mechanic which would make the player interact with the faction, giving a more concrete sense on how Tenno are there to help, and not to do the whole job alone.

    1. Missions: When "Invasion" comes to my mind, I imagine that there is a plan in which smaller objectives must be completed before victory. These smaller steps are the missions, and every mission requires a specific strategy. However, in a conflict, I suppose unpredictable things happen and we may have to address these problems before the mission's main objective. Those would be secondary missions. And by secondary missions I mean: to help your friendly faction. Examples: reaching an isolated squad before they die and fending off enemies while backup doesn't arrive, helping a saboteur while he's on his way to a control room, turning off defense mechanisms to allow friendly backup to arrive, helping a squad to maintain hold of a specific room, etc. 
      -Personal note: I think that to destroy the enemy, you must know him well first. So missions like Interception an Spy should appear more frequently in the early 10% of an Invasion. At the middle 30%, more Rescue and Sabotage. At the last 10%, more Capture and Exterminate.
    2. Battle: Successfully completing both primary and secondary objectives would make the "faction control %" rise the biggest %, while completing only the primary would make it rise a smaller %. At 30% control lost, the faction in disadvantage would deploy reinforcements, decreasing the speed at which % is lost ( everyone that plays Invasion at this moment on will make the % rise only at the lower value). At the last 10%, the faction in disadvantage will have only their stronger units packed together, so the mission level would be higher. 

    That's it. Sorry for long text.

     

  4. I think it's too much effort for little profit. If all weaker weapons were buffed to somethin more decent, but still weaker than a naturally better weapon, the change would be minimal. Old and weak weapons are usually available for newer players to be used on low level tilesets. If they were buffed, new players would have no reason to grind for another, probably better weapon, since they can easily kill low level enemies. If literally all weappns were buffed, all enemies would have to be buffed, to offer challenge.  Then, since there are stronger enemies, probably Warframes would have to be adjusted too, to maintain balance. So, this is all pure imagination, but in my mind, if old and weak weapons were buffed and everything else were balanced accordingly, almost nothing would change.

  5. After finishing the beautiful TWW update and seeing a surge in posts regarding the new Rifle exclusive mods and some specific weapons... Why is it possible for such "clearly not a Rifle" weapons to use those mods? Talking about Tonkor and Sinoid Simulor.

    We could have a "launcher" type weapons. Naturally more powerful, lower magazine, has less ammo, that kind of stuff. That would also include some other weapons that clearly don't belong to that class.

  6. As far as I remember:

    • Prosecutors and Guardsmen most of the times are able to hit me but deal 0 damage (I think this happens on solo mode);
    • On Invasions, friendly Grineer destroy their own Arc traps and Sensor bars;
    • Corpus Turrets are not activated when Infested pass by Cameras' field of vision ( the camera doesn't even recognize Infested as enemies);
    • Boilers and Brood Mothers are not attacking, they just get close and do nothing;
    • Mostly, Chargers and Volatile Runners shoot at me with green goo even before attempting to melee;
    • I think Elite Crewman used to do elbow attacks? If they never did... they still are not doing;
  7. Should have posted these earlier. I don't know if these issues were resolved already:

    •  Talons blow instantly when thrown at ramparts and blunts;
    • Paracyst's alternative fire does not damage Sensor Bars and resource cakes, but is able to do DOT on barrels and blunts.

    Also, I feel this has been discussed already, but why can't I damage a Nulifier if I walk inside his bubble, throw a Talon in his face and blow it up? It only shrinks the bubble...

    Thanks

     

     

  8. Alright, second post here:

    Shadows of the Dead

    • What if health decay decreased if shadows were within an active Desecrate's range? Around 10% less decay [ less health per decay];
    • Power strength could affect decay speed. Example: base of +10% power strength = -3% decay speed [ 1% hp would take longer than 1 second to decay ];  
    • Soul Punch could really remove unwanted shadows ( Napalms keep setting everyone on fire);
    • Casting Terrify could add a % of shadows' health ( essentially a small healing). The added health would remain for the duration of the first Terrify and wouldn't be added again even if Terrify is recasted. It could also force shadows to move and engage;
    • There could be a health% indicator somewhere near the shadows' name/ lvl. It's harder to know how well Corpus shadows are. Think of Anti MOA, that thing has natural gigantic shield, with shield buff I never know if I should heal or not;
    • Following suggestions from my previous post remain: lower cost to heal / recast if there are living shadows, small buff to damage, 1 Eximus per cast if available. 

    Desecrate:

    • The main problem is energy consumption without Despoil. Like some people said, Despoil (+ Equilibrium) feels mandatory if I try to run a build for Desecrate and Sotd. I didn't try a build without that combo, but judging by how much energy I spent just to maintain shadows, I can conclude that I would quickly run out of energy. Someone said a good suggestion: Desecrate would lose energy only when the body drops loot. Or use way less energy in the desecration attempts. This wouldn't happen with Despoil. Energy related issues are result of using both Sotd and Desecrate at the same time, if one is made to use less energy, the other could have less tweaks.
  9. Although I think they would be considered as re-architecture, we could have mixed missions. Don't we have a Grineer mobile defense followed by a short defense? There is a good space to make "new" missions with this. Some examples:

    • Breach: a capture target fled to a stronghold. To reach him, we must shut down defenses, by either performing two easier reactor sabotages ( less time needed and less parts to defend) or powering up and defend a machine to crack open a hole (mining drill or a strong laser). Then, to capture the target, we would have to fight him (target would engage in combat) and his bodyguards;
    • Retrieve: you scout an operative in a crashed ship that previously had a reactor but we sabotaged it. You are looking for a specific data, saved in a lost computer somewhere inside. The operative is there to power up and analyze any good computers on the way, try to locate the data, find a way to another computer and unlock doors. But the enemy doesn't want you messing with their stuff, protect and scout the operative until the data is found;

    I will edit more stuff if I can think of anything.

    Also, not exactly related to mission type, but would be really cool to have on foot- Archwing transition and Maroo pointing out Grineer Resource Cargo ( Grineer variant of Corpus Treasury Ship, but with a pack of resources instead of credits).

  10. I'm aware some of my feels have been stated, but here goes anyway. Hope I'm not late or anything.

    Nekros is the only frame I felt obligated to have two separated builds, one being Desecrate specific (range) and the other Sotd specific (duration and power), because both abilities are useful in their own way. Also I felt I couldn't have a good Sotd in Desecrate build and vice-versa, due to build stats and 3-spam. Also Terrify wasn't really good in both builds

    With the rework, I experimented a build with Desecrate and Sotd having both good -not best, good- stats, because since I don't need to spam 3 anymore, I thought I could actually play Nekros. I tried making this new build based on my old Sotd build.

    Sotd: 

    - Health decay: because of my old Sotd build, I actually didn't feel much the health decay, it felt manageable most of the time. 

    What I think its not manageable is the energy cost to maintain shadows' good health and use Desecrate without Despoil. It's bad that I have to:

    1. Spend full energy cost to heal both 95% decay and 5% decay; 
    2. Use an augment because of need, not because I want to mod my frame in a different way. I know that I have to learn to toggle Desecrate off when running low on energy, but this build was thought on the idea of having both usable abilities ( energy I get from Desecrate I'll use to supply Sotd).

      My suggestion is to lower energy cost when:

    • Healing shadows (if the health decay remains) or
    • Summoning shadows IF there are shadows alive ( summoning 2 shadows when there are 5 alive). 

      All I could think is that the Sotd cost would diminish for an average shadows' health %. Example: if average health% is higher than 80%, Sotd's energy cost is reduced by 40%. If average health% is between 50% and 80%, Sotd's energy cost is reduced by 30%. If average health % is less than 50% probably majority of shadows are about to die.Dunno.

    - A bit more of damage multiplier is always nice. Right now, the shadows will die more sooner than later and without dealing much damage ( if they aren't heavy units);

    - More heavy units is really nice. But (at max) one Eximus per 7 shadows please? I don't mind the lack of support units though;

    - Make "normal units" shadows not seek cover, it's a less common issue but still present. I brought them from afterlife to pew-pew;

    Desecrate:

    - THANKS no more arthritis. 3-spam was one of the reasons for me to stop playing Nekros.

     

    Overall I think it's a step closer to making Nekros a more engaging and fun frame to play, but we do need some tweaks.

  11. "The clipping happens when a frame moves the head to the right inside the ship."

     But aren't they pointed to their left? And I'm not sure where to post this but it's possible to see part of Volt's head through the back of his neck if he looks up inside the Liset.

×
×
  • Create New...